#pragma once
+float autocvar_g_balance_contents_damagerate;
+float autocvar_g_balance_contents_drowndelay;
+int autocvar_g_balance_contents_playerdamage_drowning;
+int autocvar_g_balance_contents_playerdamage_lava;
+int autocvar_g_balance_contents_playerdamage_lava_burn; // 10 is a nice value
+float autocvar_g_balance_contents_playerdamage_lava_burn_time = 2.5; // note: damage is total across this time (not by dps)
+int autocvar_g_balance_contents_playerdamage_slime;
+int autocvar_g_balance_contents_projectiledamage;
+float autocvar_g_balance_falldamage_deadminspeed;
+float autocvar_g_balance_falldamage_factor;
+int autocvar_g_balance_falldamage_maxdamage;
+float autocvar_g_balance_falldamage_minspeed;
+bool autocvar_g_balance_falldamage_onlyvertical;
+#define autocvar_slowmo cvar("slowmo")
+float autocvar_sys_ticrate;
+
+bool autocvar_sv_autopause;
+void Pause_TryPause_Dedicated(entity this);
+
+bool dropclient_schedule(entity this);
+
/** print(), but only print if the server is not local */
void dedicated_print(string input);
void remove_unsafely(entity e);
-// copies a string to a tempstring (so one can strunzone it)
-string strcat1(string s) = #115; // FRIK_FILE
-
#ifdef PROFILING
float client_cefc_accumulator;
float client_cefc_accumulatortime;
float servertime, serverprevtime, serverframetime;
-.vector oldvelocity; // for fall damage
+// set in CreatureFrame_All for entities that can be damaged by fall (players) and contents (projectiles)
+.vector oldvelocity;
.float watersound_finished;
.float contents_damagetime;
+string GetField_fullspawndata(entity e, string f, ...);
+
/*
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main